Yesterday, I found a video in my sub box on YouTube. I thought it was really cool, and I think it is a new level of coding for the BF2 engine. Today, I saw another video in my sub box. I thought, this must be seen by the community, so here it is, an awesome achievement by Badsanta123456.
Re: Badsanta the new coding god?
Posted: 2012-03-21 17:48
by kerrermanisNL
Pretty cool, though it's also important how "efficient" it is
Re: Badsanta the new coding god?
Posted: 2012-03-21 18:10
by Zrix
Oh god my left ear.
Also, this seems familiar, isn't he in a thread somewhere already?
Re: Badsanta the new coding god?
Posted: 2012-03-21 18:38
by LongHairedHuman
Zrix wrote:Oh god my left ear.
Also, this seems familiar, isn't he in a thread somewhere already?
Yes, I thought the same, I saw his videos on the forums before, though this new discovery, different reload times and animations, deserves a thread on its own.
Re: Badsanta the new coding god?
Posted: 2012-03-21 19:10
by Tim270
Impressive!
Re: Badsanta the new coding god?
Posted: 2012-03-22 16:11
by |HBD|Bad_santa12345
kerrermanisNL wrote:Pretty cool, though it's also important how "efficient" it is
The effiecency might indeed become a problem if this was ever implemented in to a mod with the size of PR. For the reload system each weapon needs to have a unique guiindex and about 50 lines of code. Also the weapon coding needs to be unified (preferably name the weapons and animation files after their respective guiindexes)
And sorry about the sounds in the video for some reason fraps fucks them up.
Re: Badsanta the new coding god?
Posted: 2012-03-22 17:04
by Rhino
[R-DEV]Mosquill wrote:Well that's not true. Thermals are made with pure bf2 coding, so they're not actually hard coded. In fact, tr.exe only does one thing: markers.
really? lol, didn't know that
Other than that bit being incorrect, the rest is still the same
BTW in what way dose the tr.exe handle the markers?
Re: Badsanta the new coding god?
Posted: 2012-03-22 17:05
by mockingbird0901
Alek-say wrote:Great! I would like to see this in the next PR version!
Don't think it's as easy as just copy and paste some code.... So I wouldn't hold my breath if I were you.
Other then that, I think it looks great
Edit: Da fuq? How did my post end all the way up here?
Re: Badsanta the new coding god?
Posted: 2012-03-22 17:07
by Rhino
mockingbird0901 wrote:Don't think it's as easy as just copy and paste some code.... So I wouldn't hold my breath if I were you.
Other then that, I think it looks great
Edit: Da fuq? How did my post end all the way up here?
forums seem to be 1hr behind what they where all of a sudden....
And ye, not a copy and paste job
Re: Badsanta the new coding god?
Posted: 2012-03-22 17:14
by Navo
The amount of times devs said this is hardcoded...
Re: Badsanta the new coding god?
Posted: 2012-03-22 17:28
by Rhino
Nice work BadS, looks interesting but a bit worried on a few aspects of it.
Navo wrote:The amount of times devs said this is hardcoded...
Since this requires a 3rd part .exe to do the timing delays for the two different reloads, this is still technically hard coded, in the same way that technically Thermals are hard coded, but we can archive it though a 3rd part .exe
What we are most worried about this thou is how this could be exploited if implemented. That's not to mention the massive amount of work it would take to implement this into PR but if we could get a reliable system then we would certainly consider it.
Re: Badsanta the new coding god?
Posted: 2012-03-22 17:37
by Arnoldio
This and jamming would be great addition to PR gun world.
Re: Badsanta the new coding god?
Posted: 2012-03-22 17:46
by Mosquill
So... how is the code that switches animations triggered? That's the interesting part for me.
[R-DEV]Rhino wrote:in the same way that technically Thermals are hard coded, but we can archive it though a 3rd part .exe
Well that's not true. Thermals are made with pure bf2 coding, so they're not actually hard coded. In fact, tr.exe only does one thing: markers.
Re: Badsanta the new coding god?
Posted: 2012-03-22 17:49
by Alek-say
Great! I would like to see this in the next PR version!
Re: Badsanta the new coding god?
Posted: 2012-03-22 18:44
by Wakain
it seems there is a lot still to be explored with 3rd party .exe's
Re: Badsanta the new coding god?
Posted: 2012-03-22 21:51
by ShockUnitBlack
Need fastropes naow!
Re: Badsanta the new coding god?
Posted: 2012-03-22 22:13
by Navo
'[R-DEV wrote:Rhino;1747890']Nice work BadS, looks interesting but a bit worried on a few aspects of it.
Since this requires a 3rd part .exe to do the timing delays for the two different reloads, this is still technically hard coded, in the same way that technically Thermals are hard coded, but we can archive it though a 3rd part .exe
What we are most worried about this thou is how this could be exploited if implemented. That's not to mention the massive amount of work it would take to implement this into PR but if we could get a reliable system then we would certainly consider it.
Fair enough, but my point stands.
Re: Badsanta the new coding god?
Posted: 2012-03-23 17:28
by |HBD|Bad_santa12345
[R-DEV]Mosquill wrote:So... how is the code that switches animations triggered?
hudbuilder.setnodeshowvariable PrimaryAmmoBlink
hudbuilder.setnodelogicshowvariable NOT PrimaryAmmoBlink 1
Just as a test the pistol thing is done differently and doesnt work very well on dedi but it can also be done with PrimaryAmmoBlink and some clever coding.